The upcoming book will cover advanced rendering techniques that run on the DirectX or OpenGL run-times, or any other run-time with any language available. It will include topics on: Geometry Manipulation; Rendering Techniques; Handheld Devices Programming; Effects in Image Space; Shadows; 3D Engine Design; Graphics Related Tools; Environmental Effects and a dedicated section on General Purpose GPU Programming that will cover CUDA, DirectCompute and OpenCL examples.This time, we want to emphasize the new compute APIs and browser-based rendering techniques.

Proposals are due by March 17th, 2012. Please send them to wolf at shaderx.com. An example proposal, writing guidelines and a FAQ can be downloaded from below.

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Wolfgang is the CEO of Confetti. Confetti is a think-tank for advanced real-time graphics research and a service provider for the video game and movie industry. Confetti worked in the last three years on many AAA IPs like Tomb Raider, Battlefield 4, Murdered Soul Suspect, Star Citizen, Dirt 4, Vainglory, Transistor, Call of Duty Black Ops 3, Battlefield 1, Mafia 3 and others.
Wolfgang is the founder and editor of the ShaderX and GPU Pro books series, a Microsoft MVP, the author of several books and articles on real-time rendering and a regular contributor to websites and the GDC. One of the books he edited -ShaderX4- won the Game developer Front line award in 2006. Wolfgang is in the advisory boards of several companies. He is an active contributor to several future standards that drive the Game Industry.
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